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/cvs/deliantra/server/server/c_object.C
Revision: 1.12
Committed: Sun Sep 3 00:18:42 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.11: +12 -14 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# Content
1 /*
2 * static char *rcsid_c_object_c =
3 * "$Id: c_object.C,v 1.11 2006-08-29 10:51:43 elmex Exp $";
4 */
5 /*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The author can be reached via e-mail to crossfire-devel@real-time.com
26
27 Object (handling) commands
28 */
29
30 #include <global.h>
31 #include <loader.h>
32 #include <skills.h>
33 #ifndef __CEXTRACT__
34 #include <sproto.h>
35 #endif
36 #include <living.h>
37 #include <math.h>
38 /*
39 * Object id parsing functions
40 */
41
42 #define OBLINKMALLOC(p) if(!((p)=(objectlink *)malloc(sizeof(objectlink))))\
43 fatal(OUT_OF_MEMORY);
44
45 #define ADD_ITEM(NEW,COUNT)\
46 if(!first) {\
47 OBLINKMALLOC(first);\
48 last=first;\
49 } else {\
50 OBLINKMALLOC(last->next);\
51 last=last->next;\
52 }\
53 last->next=NULL;\
54 last->ob=(NEW);\
55 last->id=(COUNT);
56
57 /**
58 * Search the inventory of 'pl' for what matches best with params.
59 * we use item_matched_string above - this gives us consistent behaviour
60 * between many commands. Return the best match, or NULL if no match.
61 * aflag is used with apply -u , and apply -a to
62 * only unapply applied, or apply unapplied objects
63 **/
64 static object *find_best_apply_object_match(object *pl, const char *params, enum apply_flag aflag)
65 {
66 object *tmp, *best=NULL;
67 int match_val=0,tmpmatch;
68
69 for (tmp=pl->inv; tmp; tmp=tmp->below) {
70 if (tmp->invisible) continue;
71 if ((tmpmatch=item_matched_string(pl, tmp, params))>match_val) {
72 if ((aflag==AP_APPLY) && (QUERY_FLAG(tmp,FLAG_APPLIED))) continue;
73 if ((aflag==AP_UNAPPLY) && (!QUERY_FLAG(tmp,FLAG_APPLIED))) continue;
74 match_val=tmpmatch;
75 best=tmp;
76 }
77 }
78 return best;
79 }
80
81 /**
82 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
83 **/
84 object *find_best_object_match(object *pl, const char *params)
85 {
86 return find_best_apply_object_match(pl, params, AP_NULL);
87 }
88
89 int command_uskill ( object *pl, char *params) {
90 if (!params) {
91 new_draw_info(NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
92 return 0;
93 }
94 return use_skill(pl,params);
95 }
96
97 int command_rskill ( object *pl, char *params) {
98 object *skill;
99
100 if (!params) {
101 new_draw_info(NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
102 return 0;
103 }
104 skill = find_skill_by_name(pl, params);
105
106 if (!skill) {
107 new_draw_info_format(NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
108 return 0;
109 }
110 return change_skill(pl,skill, 0);
111 }
112
113
114 /* These functions (command_search, command_disarm) are really just wrappers for
115 * things like 'use_skill ...'). In fact, they should really be obsoleted
116 * and replaced with those.
117 */
118 int command_search (object *op, char *params) {
119 return use_skill(op, skill_names[SK_FIND_TRAPS]);
120 }
121
122 int command_disarm (object *op, char *params) {
123 return use_skill(op, skill_names[SK_DISARM_TRAPS]);
124 }
125
126
127 /* A little special because we do want to pass the full params along
128 * as it includes the object to throw.
129 */
130 int command_throw (object *op, char *params)
131 {
132 object *skop;
133
134 skop = find_skill_by_name(op, skill_names[SK_THROWING]);
135 if (skop) return do_skill(op, op, skop, op->facing,params);
136 else {
137 new_draw_info(NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
138 }
139 return 0;
140 }
141
142
143 int command_apply (object *op, char *params)
144 {
145 if (!params) {
146 player_apply_below(op);
147 return 0;
148 }
149 else {
150 apply_flag aflag = (apply_flag) 0;
151 object *inv;
152
153 while (*params==' ') params++;
154 if (!strncmp(params,"-a ",3)) {
155 aflag=AP_APPLY;
156 params+=3;
157 }
158 if (!strncmp(params,"-u ",3)) {
159 aflag=AP_UNAPPLY;
160 params+=3;
161 }
162 while (*params==' ') params++;
163
164 inv=find_best_apply_object_match(op, params, aflag);
165 if (inv) {
166 player_apply(op,inv,aflag,0);
167 } else
168 new_draw_info_format(NDI_UNIQUE, 0, op,
169 "Could not find any match to the %s.",params);
170 }
171 return 0;
172 }
173
174 /*
175 * Check if an item op can be put into a sack. If pl exists then tell
176 * a player the reason of failure.
177 * returns 1 if it will fit, 0 if it will not. nrof is the number of
178 * objects (op) we want to put in. We specify it separately instead of
179 * using op->nrof because often times, a player may have specified a
180 * certain number of objects to drop, so we can pass that number, and
181 * not need to use split_ob and stuff.
182 */
183 int sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) {
184
185 if (! QUERY_FLAG (sack, FLAG_APPLIED)) {
186 new_draw_info_format(NDI_UNIQUE, 0, pl,
187 "The %s is not active.", query_name(sack));
188 return 0;
189 }
190 if (sack == op) {
191 new_draw_info_format(NDI_UNIQUE, 0, pl,
192 "You can't put the %s into itself.", query_name(sack));
193 return 0;
194 }
195 if (sack->race && (sack->race != op->race || op->type == CONTAINER
196 || (sack->stats.food && sack->stats.food != op->type))) {
197 new_draw_info_format(NDI_UNIQUE, 0, pl,
198 "You can put only %s into the %s.", &sack->race, query_name(sack));
199 return 0;
200 }
201 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) {
202 new_draw_info_format(NDI_UNIQUE, 0, pl,
203 "You can't put the key into %s.", query_name(sack));
204 return 0;
205 }
206 if (sack->weight_limit && sack->carrying + (nrof ? nrof : 1) *
207 (op->weight + (op->type==CONTAINER?(op->carrying*op->stats.Str):0))
208 * (100 - sack->stats.Str) / 100 > sack->weight_limit) {
209 new_draw_info_format(NDI_UNIQUE, 0, pl,
210 "That won't fit in the %s!", query_name(sack));
211 return 0;
212 }
213 /* All other checks pass, must be OK */
214 return 1;
215 }
216
217 /* Pick up commands follow */
218 /* pl = player (not always - monsters can use this now)
219 * op is the object to put tmp into,
220 * tmp is the object to pick up, nrof is the number to
221 * pick up (0 means all of them)
222 */
223 static void pick_up_object (object *pl, object *op, object *tmp, int nrof)
224 {
225 /* buf needs to be big (more than 256 chars) because you can get
226 * very long item names.
227 */
228 char buf[HUGE_BUF];
229 object *env=tmp->env;
230 uint32 weight, effective_weight_limit;
231 int tmp_nrof = tmp->nrof ? tmp->nrof : 1;
232
233 /* IF the player is flying & trying to take the item out of a container
234 * that is in his inventory, let him. tmp->env points to the container
235 * (sack, luggage, etc), tmp->env->env then points to the player (nested
236 * containers not allowed as of now)
237 */
238 if((pl->move_type & MOVE_FLYING) && !QUERY_FLAG(pl, FLAG_WIZ) &&
239 is_player_inv(tmp)!=pl) {
240 new_draw_info(NDI_UNIQUE, 0,pl, "You are levitating, you can't reach the ground!");
241 return;
242 }
243 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
244 return;
245 if(QUERY_FLAG(tmp,FLAG_WAS_WIZ) && !QUERY_FLAG(pl, FLAG_WAS_WIZ)) {
246 new_draw_info(NDI_UNIQUE, 0,pl, "The object disappears in a puff of smoke!");
247 new_draw_info(NDI_UNIQUE, 0,pl, "It must have been an illusion.");
248 if (pl->type==PLAYER) esrv_del_item (pl->contr, tmp->count);
249 if ( ! QUERY_FLAG (tmp, FLAG_REMOVED))
250 remove_ob (tmp);
251 free_object(tmp);
252 return;
253 }
254
255 if (nrof > tmp_nrof || nrof == 0)
256 nrof = tmp_nrof;
257 /* Figure out how much weight this object will add to the player */
258 weight = tmp->weight * nrof;
259 if (tmp->inv) weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
260 if (pl->stats.Str <= MAX_STAT)
261 effective_weight_limit = weight_limit[pl->stats.Str];
262 else
263 effective_weight_limit = weight_limit[MAX_STAT];
264 if ((pl->weight + pl->carrying + weight) > effective_weight_limit) {
265 new_draw_info(0, 0,pl,"That item is too heavy for you to pick up.");
266 return;
267 }
268 if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ))
269 SET_FLAG(tmp, FLAG_WAS_WIZ);
270 if (nrof != tmp_nrof) {
271 object *tmp2 = tmp;
272 tag_t tmp2_tag = tmp2->count;
273 tmp = get_split_ob (tmp, nrof);
274 if(!tmp) {
275 new_draw_info(NDI_UNIQUE, 0,pl, errmsg);
276 return;
277 }
278 /* Tell a client what happened rest of objects */
279 if (pl->type == PLAYER) {
280 if (was_destroyed (tmp2, tmp2_tag))
281 esrv_del_item (pl->contr, tmp2_tag);
282 else
283 esrv_send_item (pl, tmp2);
284 }
285 } else {
286 /* If the object is in a container, send a delete to the client.
287 * - we are moving all the items from the container to elsewhere,
288 * so it needs to be deleted.
289 */
290 if ( ! QUERY_FLAG (tmp, FLAG_REMOVED)) {
291 if (tmp->env && pl->type==PLAYER)
292 esrv_del_item (pl->contr, tmp->count);
293 remove_ob(tmp); /* Unlink it */
294 }
295 }
296 if(QUERY_FLAG(tmp, FLAG_UNPAID))
297 (void) sprintf(buf,"%s will cost you %s.", query_name(tmp),
298 query_cost_string(tmp,pl,F_BUY | F_SHOP));
299 else
300 (void) sprintf(buf,"You pick up the %s.", query_name(tmp));
301 new_draw_info(NDI_UNIQUE, 0,pl,buf);
302
303 tmp = insert_ob_in_ob(tmp, op);
304
305 /* All the stuff below deals with client/server code, and is only
306 * usable by players
307 */
308 if(pl->type!=PLAYER) return;
309
310 esrv_send_item (pl, tmp);
311 /* These are needed to update the weight for the container we
312 * are putting the object in.
313 */
314 if (op!=pl) {
315 esrv_update_item (UPD_WEIGHT, pl, op);
316 esrv_send_item (pl, pl);
317 }
318
319 /* Update the container the object was in */
320 if (env && env!=pl && env!=op) esrv_update_item (UPD_WEIGHT, pl, env);
321 }
322
323
324 void pick_up(object *op,object *alt)
325 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
326 {
327 int need_fix_tmp = 0;
328 object *tmp=NULL;
329 mapstruct *tmp_map=NULL;
330 int count;
331 tag_t tag;
332
333 /* Decide which object to pick. */
334 if (alt)
335 {
336 if ( ! can_pick (op, alt)) {
337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
338 goto leave;
339 }
340 tmp = alt;
341 }
342 else
343 {
344 if (op->below == NULL || ! can_pick (op, op->below)) {
345 new_draw_info (NDI_UNIQUE, 0, op,
346 "There is nothing to pick up here.");
347 goto leave;
348 }
349 tmp = op->below;
350 }
351
352 /* Try to catch it. */
353 tmp_map = tmp->map;
354 tmp = stop_item (tmp);
355 if (tmp == NULL)
356 goto leave;
357 need_fix_tmp = 1;
358 if ( ! can_pick (op, tmp))
359 goto leave;
360
361 if (op->type==PLAYER) {
362 count=op->contr->count;
363 if (count==0) count = tmp->nrof;
364 }
365 else
366 count=tmp->nrof;
367
368 /* container is open, so use it */
369 if (op->container) {
370 alt = op->container;
371 if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
372 goto leave;
373 } else { /* non container pickup */
374 for (alt=op->inv; alt; alt=alt->below)
375 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
376 alt->race && alt->race==tmp->race &&
377 sack_can_hold (NULL, alt, tmp,count))
378 break; /* perfect match */
379
380 if (!alt)
381 for (alt=op->inv; alt; alt=alt->below)
382 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
383 sack_can_hold (NULL, alt, tmp,count))
384 break; /* General container comes next */
385 if (!alt)
386 alt = op; /* No free containers */
387 }
388 if(tmp->env == alt) {
389 /* here it could be possible to check rent,
390 * if someone wants to implement it
391 */
392 alt = op;
393 }
394 #ifdef PICKUP_DEBUG
395 LOG(llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
396 #endif
397
398 /* startequip items are not allowed to be put into containers: */
399 if (op->type == PLAYER && alt->type == CONTAINER
400 && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
401 {
402 new_draw_info (NDI_UNIQUE, 0, op,
403 "This object cannot be put into containers!");
404 goto leave;
405 }
406
407 tag = tmp->count;
408 pick_up_object (op, alt, tmp, count);
409 if (was_destroyed (tmp, tag) || tmp->env)
410 need_fix_tmp = 0;
411 if (op->type == PLAYER)
412 op->contr->count=0;
413 goto leave;
414
415 leave:
416 if (need_fix_tmp)
417 fix_stopped_item (tmp, tmp_map, op);
418 }
419
420
421 /* This takes (picks up) and item. op is the player
422 * who issued the command. params is a string to
423 * match against the item name. Basically, always
424 * returns zero, but that should be improved.
425 */
426 int command_take (object *op, char *params)
427 {
428 object *tmp, *next;
429
430 if (op->container)
431 tmp=op->container->inv;
432 else {
433 tmp=op->above;
434 if (tmp) while (tmp->above) {
435 tmp=tmp->above;
436 }
437 if (!tmp)
438 tmp=op->below;
439 }
440
441 if (tmp==NULL) {
442 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!");
443 return 0;
444 }
445
446 /* Makes processing easier */
447 if (params && *params=='\0') params=NULL;
448
449 while (tmp) {
450 next=tmp->below;
451
452 if (tmp->invisible) {
453 tmp=next;
454 continue;
455 }
456 /* This following two if and else if could be merged into line
457 * but that probably will make it more difficult to read, and
458 * not make it any more efficient
459 */
460 if (params && item_matched_string(op, tmp, params)) {
461 pick_up(op, tmp);
462 }
463 else if (can_pick(op, tmp) && !params) {
464 pick_up(op,tmp);
465 break;
466 }
467 tmp=next;
468 /* Might as well just skip over the player immediately -
469 * we know it can't be picked up
470 */
471 if (tmp == op) tmp=tmp->below;
472 }
473 if (!params && !tmp) {
474 for (tmp=op->below; tmp!=NULL; tmp=tmp->next)
475 if (!tmp->invisible) {
476 char buf[MAX_BUF];
477 sprintf(buf,"You can't pick up a %s.", &tmp->name);
478 new_draw_info(NDI_UNIQUE, 0, op, buf);
479 break;
480 }
481 if (!tmp) new_draw_info(NDI_UNIQUE, 0,op, "There is nothing to pick up.");
482 }
483 return 0;
484 }
485
486
487 /*
488 * This function was part of drop, now is own function.
489 * Player 'op' tries to put object 'tmp' into sack 'sack',
490 * if nrof is non zero, then nrof objects is tried to put into sack.
491 * Note that the 'sack' in question can now be a transport,
492 * so this function isn't named very good anymore.
493 */
494 void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
495 {
496 tag_t tmp_tag, tmp2_tag;
497 object *tmp2, *sack2;
498 char buf[MAX_BUF];
499
500 if (sack==tmp) return; /* Can't put an object in itself */
501 if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) {
502 new_draw_info_format(NDI_UNIQUE, 0,op,
503 "You cannot put the %s in the %s.", query_name(tmp),
504 query_name(sack));
505 return;
506 }
507 if (tmp->type == CONTAINER && tmp->inv) {
508
509 /* Eneq(@csd.uu.se): If the object to be dropped is a container
510 * we instead move the contents of that container into the active
511 * container, this is only done if the object has something in it.
512 */
513 sack2 = tmp;
514 new_draw_info_format(NDI_UNIQUE, 0,op, "You move the items from %s into %s.",
515 query_name(tmp), query_name(sack));
516 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) {
517 tmp = tmp2->below;
518 if ((sack->type == CONTAINER && sack_can_hold(op, op->container, tmp2,tmp2->nrof))) {
519 put_object_in_sack (op, sack, tmp2, 0);
520 } else {
521 sprintf(buf,"Your %s fills up.", query_name(sack));
522 new_draw_info(NDI_UNIQUE, 0,op, buf);
523 break;
524 }
525 }
526 esrv_update_item (UPD_WEIGHT, op, sack2);
527 return;
528 }
529
530 /* Don't worry about this for containers - our caller should have
531 * already checked this.
532 */
533 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp,(nrof?nrof:tmp->nrof)))
534 return;
535
536 if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
537 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
538 return;
539 }
540
541 /* we want to put some portion of the item into the container */
542 if (nrof && tmp->nrof != nrof) {
543 object *tmp2 = tmp;
544 tmp2_tag = tmp2->count;
545 tmp = get_split_ob (tmp, nrof);
546
547 if(!tmp) {
548 new_draw_info(NDI_UNIQUE, 0,op, errmsg);
549 return;
550 }
551 /* Tell a client what happened other objects */
552 if (was_destroyed (tmp2, tmp2_tag))
553 esrv_del_item (op->contr, tmp2_tag);
554 else /* this can proably be replaced with an update */
555 esrv_send_item (op, tmp2);
556 } else
557 remove_ob(tmp);
558
559 new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.",
560 query_name(tmp), query_name(sack));
561 tmp_tag = tmp->count;
562 tmp2 = insert_ob_in_ob(tmp, sack);
563 fix_player(op); /* This is overkill, fix_player() is called somewhere */
564 /* in object.c */
565
566 /* If an object merged (and thus, different object), we need to
567 * delete the original.
568 */
569 if (tmp2 != tmp)
570 esrv_del_item (op->contr, tmp_tag);
571
572 esrv_send_item (op, tmp2);
573
574 /* update the sacks weight */
575 esrv_update_item (UPD_WEIGHT, op, sack);
576 }
577
578 /*
579 * This function was part of drop, now is own function.
580 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
581 * nrof objects is tried to dropped.
582 * This is used when dropping objects onto the floor.
583 */
584 void
585 drop_object (object * op, object * tmp, uint32 nrof)
586 {
587 char buf[MAX_BUF];
588 object *floor;
589
590 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
591 return;
592
593 if (QUERY_FLAG (tmp, FLAG_APPLIED))
594 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
595 return; /* can't unapply it */
596
597 /* We are only dropping some of the items. We split the current objec
598 * off
599 */
600 if (nrof && tmp->nrof != nrof)
601 {
602 object *tmp2 = tmp;
603 tag_t tmp2_tag = tmp2->count;
604 tmp = get_split_ob (tmp, nrof);
605 if (!tmp)
606 {
607 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
608 return;
609 }
610 /* Tell a client what happened rest of objects. tmp2 is now the
611 * original object
612 */
613 if (op->type == PLAYER)
614 {
615 if (was_destroyed (tmp2, tmp2_tag))
616 esrv_del_item (op->contr, tmp2_tag);
617 else
618 esrv_send_item (op, tmp2);
619 }
620 }
621 else
622 remove_ob (tmp);
623
624 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
625 return;
626
627 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
628 {
629 sprintf (buf, "You drop the %s.", query_name (tmp));
630 new_draw_info (NDI_UNIQUE, 0, op, buf);
631 new_draw_info (NDI_UNIQUE, 0, op,
632 "The gods who lent it to you retrieves it.");
633 if (op->type == PLAYER)
634 esrv_del_item (op->contr, tmp->count);
635 free_object (tmp);
636 fix_player (op);
637 return;
638 }
639
640 /* If SAVE_INTERVAL is commented out, we never want to save
641 * the player here.
642 */
643 #ifdef SAVE_INTERVAL
644 /* I'm not sure why there is a value check - since the save
645 * is done every SAVE_INTERVAL seconds, why care the value
646 * of what he is dropping?
647 */
648 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
649 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
650 (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
651 {
652 save_player (op, 1);
653 op->contr->last_save_time = time (NULL);
654 }
655 #endif /* SAVE_INTERVAL */
656
657 if (op->type == PLAYER)
658 esrv_del_item (op->contr, tmp->count);
659
660 /* Call this before we update the various windows/players. At least
661 * that we, we know the weight is correct.
662 */
663 fix_player (op); /* This is overkill, fix_player() is called somewhere */
664 /* in object.c */
665
666 if (op->type == PLAYER)
667 {
668 op->contr->socket.update_look = 1;
669 /* Need to update the weight for the player */
670 esrv_send_item (op, op);
671 }
672
673 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
674 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
675 return;
676
677 if (is_in_shop (op)
678 && !QUERY_FLAG (tmp, FLAG_UNPAID)
679 && tmp->type != MONEY)
680 sell_item (tmp, op);
681
682 tmp->x = op->x;
683 tmp->y = op->y;
684
685 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
686 }
687
688 void drop(object *op, object *tmp)
689 {
690 /* Hopeful fix for disappearing objects when dropping from a container -
691 * somehow, players get an invisible object in the container, and the
692 * old logic would skip over invisible objects - works fine for the
693 * playes inventory, but drop inventory wants to use the next value.
694 */
695 if (tmp->invisible) {
696 /* if the following is the case, it must be in an container. */
697 if (tmp->env && tmp->env->type != PLAYER) {
698 /* Just toss the object - probably shouldn't be hanging
699 * around anyways
700 */
701 remove_ob(tmp);
702 free_object(tmp);
703 return;
704 } else {
705 while(tmp!=NULL && tmp->invisible)
706 tmp=tmp->below;
707 }
708 }
709
710 if (tmp==NULL) {
711 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
712 return;
713 }
714 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
715 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
716 return;
717 }
718 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
719 #if 0
720 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
721 new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped.");
722 #endif
723 return;
724 }
725
726 if (op->type == PLAYER)
727 {
728 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
729 object *n=NULL;
730 if(tmp->below != NULL)
731 n = tmp->below;
732 else if(tmp->above != NULL)
733 n = tmp->above;
734 op->contr->last_used = n;
735 if (n != NULL)
736 op->contr->last_used_id = n->count;
737 else
738 op->contr->last_used_id = 0;
739 }
740 };
741
742 if (op->container) {
743 if (op->type == PLAYER)
744 {
745 put_object_in_sack (op, op->container, tmp, op->contr->count);
746 } else {
747 put_object_in_sack(op, op->container, tmp, 0);
748 };
749 } else {
750 if (op->type == PLAYER)
751 {
752 drop_object (op, tmp, op->contr->count);
753 } else {
754 drop_object(op,tmp,0);
755 };
756 }
757 if (op->type == PLAYER)
758 op->contr->count = 0;
759 }
760
761
762
763 /* Command will drop all items that have not been locked */
764 int command_dropall (object *op, char *params) {
765
766 object * curinv, *nextinv;
767
768 if(op->inv == NULL) {
769 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!");
770 return 0;
771 }
772
773 curinv = op->inv;
774
775 /*
776 This is the default. Drops everything not locked or considered
777 not something that should be dropped.
778 */
779 /*
780 Care must be taken that the next item pointer is not to money as
781 the drop() routine will do unknown things to it when dropping
782 in a shop. --Tero.Pelander@utu.fi
783 */
784
785 if(params==NULL) {
786 while(curinv != NULL) {
787 nextinv = curinv->below;
788 while (nextinv && nextinv->type==MONEY)
789 nextinv = nextinv->below;
790 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY &&
791 curinv->type != FOOD && curinv->type != KEY &&
792 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
793 !curinv->invisible &&
794 (curinv->type!=CONTAINER || op->container!=curinv))
795 {
796 drop(op,curinv);
797 }
798 curinv = nextinv;
799 }
800 }
801
802 else if(strcmp(params, "weapons") == 0) {
803 while(curinv != NULL) {
804 nextinv = curinv->below;
805 while (nextinv && nextinv->type==MONEY)
806 nextinv = nextinv->below;
807 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) ||
808 (curinv->type == BOW) || (curinv->type == ARROW)))
809 {
810 drop(op,curinv);
811 }
812 curinv = nextinv;
813 }
814 }
815
816 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) {
817 while(curinv != NULL) {
818 nextinv = curinv->below;
819 while (nextinv && nextinv->type==MONEY)
820 nextinv = nextinv->below;
821 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) ||
822 curinv->type == SHIELD || curinv->type==HELMET))
823 {
824 drop(op,curinv);
825 }
826 curinv = nextinv;
827 }
828 }
829
830 else if(strcmp(params, "misc") == 0) {
831 while(curinv != NULL) {
832 nextinv = curinv->below;
833 while (nextinv && nextinv->type==MONEY)
834 nextinv = nextinv->below;
835 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) {
836 switch(curinv->type) {
837 case HORN:
838 case BOOK:
839 case SPELLBOOK:
840 case GIRDLE:
841 case AMULET:
842 case RING:
843 case CLOAK:
844 case BOOTS:
845 case GLOVES:
846 case BRACERS:
847 case SCROLL:
848 case ARMOUR_IMPROVER:
849 case WEAPON_IMPROVER:
850 case WAND:
851 case ROD:
852 case POTION:
853 drop(op,curinv);
854 curinv = nextinv;
855 break;
856 default:
857 curinv = nextinv;
858 break;
859 }
860 }
861 curinv = nextinv;
862 }
863 }
864 op->contr->socket.update_look=1;
865 /* draw_look(op);*/
866 return 0;
867 }
868
869 /* Object op wants to drop object(s) params. params can be a
870 * comma seperated list.
871 */
872
873 int command_drop (object *op, char *params)
874 {
875 object *tmp, *next;
876 int did_one=0;
877
878 if (!params) {
879 new_draw_info(NDI_UNIQUE,0, op, "Drop what?");
880 return 0;
881 } else {
882 for (tmp=op->inv; tmp; tmp=next) {
883 next=tmp->below;
884 if (QUERY_FLAG(tmp,FLAG_NO_DROP) ||
885 tmp->invisible) continue;
886 if (item_matched_string(op,tmp,params)) {
887 drop(op, tmp);
888 did_one=1;
889 }
890 }
891 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
892 }
893 if (op->type==PLAYER)
894 {
895 op->contr->count=0;
896 op->contr->socket.update_look=1;
897 };
898 /* draw_look(op);*/
899 return 0;
900 }
901
902 int command_examine (object *op, char *params)
903 {
904 if (!params) {
905 object *tmp=op->below;
906 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below;
907 if (tmp) examine(op,tmp);
908 }
909 else {
910 object *tmp=find_best_object_match(op,params);
911 if (tmp)
912 examine(op,tmp);
913 else
914 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
915 }
916 return 0;
917 }
918
919 /* op should be a player.
920 * we return the object the player has marked with the 'mark' command
921 * below. If no match is found (or object has changed), we return
922 * NULL. We leave it up to the calling function to print messages if
923 * nothing is found.
924 */
925 object *find_marked_object(object *op)
926 {
927 object *tmp;
928
929 if (!op || !op->contr) return NULL;
930 if (!op->contr->mark) {
931 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
932 return NULL;
933 }
934 /* This may seem like overkill, but we need to make sure that they
935 * player hasn't dropped the item. We use count on the off chance that
936 * an item got reincarnated at some point.
937 */
938 for (tmp=op->inv; tmp; tmp=tmp->below) {
939 if (tmp->invisible) continue;
940 if (tmp == op->contr->mark) {
941 if (tmp->count == op->contr->mark_count)
942 return tmp;
943 else {
944 op->contr->mark=NULL;
945 op->contr->mark_count=0;
946 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
947 return NULL;
948 }
949 }
950 }
951 return NULL;
952 }
953
954
955 /* op should be a player, params is any params.
956 * If no params given, we print out the currently marked object.
957 * otherwise, try to find a matching object - try best match first.
958 */
959 int command_mark(object *op, char *params)
960 {
961 if (!op->contr) return 1;
962 if (!params) {
963 object *mark=find_marked_object(op);
964 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
965 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
966 }
967 else {
968 object *mark1=find_best_object_match(op, params);
969 if (!mark1) {
970 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
971 return 1;
972 }
973 else {
974 op->contr->mark=mark1;
975 op->contr->mark_count=mark1->count;
976 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
977 return 0;
978 }
979 }
980 return 0; /*shouldnt get here */
981 }
982
983
984 /* op is the player
985 * tmp is the monster being examined.
986 */
987 void examine_monster(object *op,object *tmp) {
988 object *mon=tmp->head?tmp->head:tmp;
989
990 if(QUERY_FLAG(mon,FLAG_UNDEAD))
991 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
992 if(mon->level>op->level)
993 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
994 else if(mon->level<op->level)
995 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
996 else
997 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
998 if(mon->attacktype&AT_ACID)
999 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1000
1001 /* Anyone know why this used to use the clone value instead of the
1002 * maxhp field? This seems that it should give more accurate results.
1003 */
1004 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1005 case 1:
1006 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1007 break;
1008 case 2:
1009 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1010 break;
1011 case 3:
1012 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1013 break;
1014 case 4:
1015 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1016 break;
1017 }
1018 if(present_in_ob(POISONING,mon)!=NULL)
1019 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1020 }
1021
1022
1023 /* tmp is the object being described, pl is who is examing it. */
1024 char *long_desc(object *tmp, object *pl) {
1025 static char buf[VERY_BIG_BUF];
1026 char *cp;
1027
1028 if(tmp==NULL)
1029 return "";
1030
1031 buf[0]='\0';
1032 switch(tmp->type) {
1033 case RING:
1034 case SKILL:
1035 case WEAPON:
1036 case ARMOUR:
1037 case BRACERS:
1038 case HELMET:
1039 case SHIELD:
1040 case BOOTS:
1041 case GLOVES:
1042 case AMULET:
1043 case GIRDLE:
1044 case BOW:
1045 case ARROW:
1046 case CLOAK:
1047 case FOOD:
1048 case DRINK:
1049 case FLESH:
1050 case SKILL_TOOL:
1051 case POWER_CRYSTAL:
1052 if(*(cp=describe_item(tmp, pl))!='\0') {
1053 int len;
1054
1055 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1056 buf[VERY_BIG_BUF-1]=0;
1057 len=strlen(buf);
1058 if (len<VERY_BIG_BUF-5) {
1059 /* Since we know the length, we save a few cpu cycles by using
1060 * it instead of calling strcat */
1061 strcpy(buf+len," ");
1062 len++;
1063 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1064 buf[VERY_BIG_BUF-1]=0;
1065 }
1066 }
1067 }
1068 if(buf[0]=='\0') {
1069 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1070 buf[VERY_BIG_BUF-1]=0;
1071 }
1072
1073 return buf;
1074 }
1075
1076 void examine(object *op, object *tmp) {
1077 char buf[VERY_BIG_BUF];
1078 int i;
1079
1080 if (tmp == NULL || tmp->type == CLOSE_CON)
1081 return;
1082
1083 strcpy(buf,"That is ");
1084 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1085 buf[VERY_BIG_BUF-1]=0;
1086
1087 new_draw_info(NDI_UNIQUE, 0,op,buf);
1088 buf[0]='\0';
1089
1090 if(tmp->custom_name) {
1091 strcpy(buf,"You call it ");
1092 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1093 buf[VERY_BIG_BUF-1]=0;
1094 new_draw_info(NDI_UNIQUE, 0,op,buf);
1095 buf[0]='\0';
1096 }
1097
1098 switch(tmp->type) {
1099 case SPELLBOOK:
1100 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1101 sprintf(buf,"%s is a %s level %s spell",
1102 &tmp->inv->name, get_levelnumber(tmp->inv->level),
1103 &tmp->inv->skill);
1104 }
1105 break;
1106
1107 case BOOK:
1108 if(tmp->msg!=NULL)
1109 strcpy(buf,"Something is written in it.");
1110 break;
1111
1112 case CONTAINER:
1113 if(tmp->race!=NULL) {
1114 if(tmp->weight_limit && tmp->stats.Str<100)
1115 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1116 &tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1117 else
1118 sprintf (buf,"It can hold only %s.", &tmp->race);
1119 } else
1120 if(tmp->weight_limit && tmp->stats.Str<100)
1121 sprintf (buf,"Its weight limit is %.1f kg.",
1122 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1123 break;
1124
1125 case WAND:
1126 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1127 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1128 break;
1129 }
1130
1131 if(buf[0]!='\0')
1132 new_draw_info(NDI_UNIQUE, 0,op,buf);
1133
1134 if(tmp->materialname != NULL && !tmp->msg) {
1135 sprintf(buf, "It is made of: %s.", &tmp->materialname);
1136 new_draw_info(NDI_UNIQUE, 0, op, buf);
1137 }
1138 /* Where to wear this item */
1139 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1140 if (tmp->body_info[i]<-1) {
1141 if (op->body_info[i])
1142 new_draw_info_format(NDI_UNIQUE, 0,op,
1143 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1144 else
1145 new_draw_info_format(NDI_UNIQUE, 0,op,
1146 "It goes %s", body_locations[i].nonuse_name);
1147 } else if (tmp->body_info[i]) {
1148 if (op->body_info[i])
1149 new_draw_info_format(NDI_UNIQUE, 0,op,
1150 "It goes %s", body_locations[i].use_name);
1151 else
1152 new_draw_info_format(NDI_UNIQUE, 0,op,
1153 "It goes %s", body_locations[i].nonuse_name);
1154 }
1155 }
1156
1157 if(tmp->weight) {
1158 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1159 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1160 new_draw_info(NDI_UNIQUE, 0,op,buf);
1161 }
1162
1163 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1164 sprintf(buf,"You reckon %s worth %s.",
1165 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1166 new_draw_info(NDI_UNIQUE, 0,op,buf);
1167 if (is_in_shop (op)) {
1168 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1169 sprintf(buf,"%s would cost you %s.",
1170 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1171 else
1172 sprintf(buf,"You are offered %s for %s.",
1173 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1174 new_draw_info(NDI_UNIQUE, 0,op,buf);
1175 }
1176 }
1177
1178 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1179 examine_monster(op,tmp);
1180
1181 /* Is this item buildable? */
1182 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1183 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1184
1185 /* Does the object have a message? Don't show message for all object
1186 * types - especially if the first entry is a match
1187 */
1188 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1189 tmp->type != CORPSE && !tmp->move_on &&
1190 strncasecmp(tmp->msg, "@match",7)) {
1191
1192 /* This is just a hack so when identifying the items, we print
1193 * out the extra message
1194 */
1195 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1196 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1197
1198 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1199 }
1200 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1201 }
1202
1203 /*
1204 * inventory prints object's inventory. If inv==NULL then print player's
1205 * inventory.
1206 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1207 */
1208 void inventory(object *op,object *inv) {
1209 object *tmp;
1210 char *in;
1211 int items = 0, length;
1212
1213 if (inv==NULL && op==NULL) {
1214 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1215 return;
1216 }
1217 tmp = inv ? inv->inv : op->inv;
1218
1219 while (tmp) {
1220 if ((!tmp->invisible &&
1221 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1222 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1223 items++;
1224 tmp=tmp->below;
1225 }
1226 if (inv==NULL) { /* player's inventory */
1227 if (items==0) {
1228 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1229 return;
1230 } else {
1231 length = 28;
1232 in = "";
1233 if (op)
1234 clear_win_info(op);
1235 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1236 }
1237 } else {
1238 if (items==0)
1239 return;
1240 else {
1241 length = 28;
1242 in = " ";
1243 }
1244 }
1245 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1246 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1247 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1248 continue;
1249 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1250 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1251 query_name(tmp), tmp->count,query_weight(tmp));
1252 else
1253 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1254 length+8, query_name(tmp),
1255 query_weight(tmp));
1256 }
1257 if(!inv && op) {
1258 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1259 41,"Total weight :",query_weight(op));
1260 }
1261 }
1262
1263 static void display_new_pickup( object* op )
1264 {
1265 int i = op->contr->mode;
1266
1267 if(!(i & PU_NEWMODE)) return;
1268
1269 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1270 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1271 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1272 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1273
1274 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1275
1276 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1277 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1278 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1279
1280 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1281 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1282
1283 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1284 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1285 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1286
1287 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1288 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1289 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1290 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1291
1292 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1293 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1294 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1295 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1296
1297 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1298 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1299 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1300 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1301
1302 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1303
1304 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1305
1306 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1307 }
1308
1309 int command_pickup (object *op, char *params)
1310 {
1311 uint32 i;
1312 static const char* names[ ] = {
1313 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1314 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1315 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1316 static uint32 modes[ ] = {
1317 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1318 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1319 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1320
1321 if(!params) {
1322 /* if the new mode is used, just print the settings */
1323 if(op->contr->mode & PU_NEWMODE)
1324 {
1325 display_new_pickup( op );
1326 return 1;
1327 }
1328 if(1) LOG(llevDebug, "command_pickup: !params\n");
1329 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1330 return 0;
1331 }
1332
1333 while ( *params == ' ' && *params )
1334 params++;
1335
1336 if ( *params == '+' || *params == '-' )
1337 {
1338 int mode;
1339 for ( mode = 0; names[ mode ]; mode++ )
1340 {
1341 if ( !strcmp( names[ mode ], params + 1 ) )
1342 {
1343 i = op->contr->mode;
1344 if ( !( i & PU_NEWMODE ) )
1345 i = PU_NEWMODE;
1346 if ( *params == '+' )
1347 i = i | modes[ mode ];
1348 else
1349 i = i & ~modes[ mode ];
1350 op->contr->mode = i;
1351 display_new_pickup( op );
1352 return 1;
1353 }
1354 }
1355 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params );
1356 return 1;
1357 }
1358
1359 if(sscanf(params, "%u", &i) != 1) {
1360 if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1361 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1362 return 1;
1363 }
1364 set_pickup_mode(op,i);
1365
1366 return 1;
1367 }
1368
1369 void set_pickup_mode(object *op,int i) {
1370 switch(op->contr->mode=i) {
1371 case 0:
1372 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1373 break;
1374 case 1:
1375 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1376 break;
1377 case 2:
1378 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1379 break;
1380 case 3:
1381 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1382 break;
1383 case 4:
1384 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1385 break;
1386 case 5:
1387 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1388 break;
1389 case 6:
1390 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1391 break;
1392 case 7:
1393 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1394 break;
1395 }
1396 }
1397
1398 int command_search_items (object *op, char *params)
1399 {
1400 char buf[MAX_BUF];
1401
1402 if (settings.search_items == FALSE)
1403 return 1;
1404
1405 if(params == NULL) {
1406 if(op->contr->search_str[0]=='\0') {
1407 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1408 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1409 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1410 return 1;
1411 }
1412 op->contr->search_str[0]='\0';
1413 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1414 fix_player(op);
1415 return 1;
1416 }
1417 if((int)strlen(params) >= MAX_BUF) {
1418 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1419 return 1;
1420 }
1421 strcpy(op->contr->search_str, params);
1422 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1423 new_draw_info(NDI_UNIQUE, 0,op,buf);
1424 fix_player(op);
1425 return 1;
1426 }
1427
1428 /*
1429 * Changing the custom name of an item
1430 *
1431 * Syntax is: rename <what object> to <new name>
1432 * if '<what object>' is omitted, marked object is used
1433 * if 'to <new name>' is omitted, custom name is cleared
1434 *
1435 * Names are considered for all purpose having a length <=127 (max length sent to client
1436 * by server) */
1437
1438 int command_rename_item(object *op, char *params)
1439 {
1440 char buf[VERY_BIG_BUF];
1441 int itemnumber;
1442 object *item=NULL;
1443 char *closebrace;
1444 size_t counter;
1445
1446 if (params) {
1447 /* Let's skip white spaces */
1448 while(' '==*params) params++;
1449
1450 /* Checking the first part */
1451 if ((itemnumber = atoi(params))!=0) {
1452 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1453 if (!item) {
1454 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1455 return 1;
1456 }
1457 while(isdigit(*params) || ' '==*params) params++;
1458 }
1459 else if ('<'==*params) {
1460 /* Got old name, let's get it & find appropriate matching item */
1461 closebrace=strchr(params,'>');
1462 if(!closebrace) {
1463 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1464 return 1;
1465 }
1466 /* Sanity check for buffer overruns */
1467 if((closebrace-params)>127) {
1468 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1469 return 1;
1470 }
1471 /* Copy the old name */
1472 strncpy(buf,params+1,closebrace-params-1);
1473 buf[closebrace-params-1]='\0';
1474
1475 /* Find best matching item */
1476 item=find_best_object_match(op,buf);
1477 if(!item) {
1478 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1479 return 1;
1480 }
1481
1482 /* Now need to move pointer to just after > */
1483 params=closebrace+1;
1484 while(' '==*params) params++;
1485
1486 } else {
1487 /* Use marked item */
1488 item=find_marked_object(op);
1489 if(!item) {
1490 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1491 return 1;
1492 }
1493 }
1494
1495 /* Now let's find the new name */
1496 if(!strncmp(params,"to ",3)) {
1497 params+=3;
1498 while(' '==*params) params++;
1499 if('<'!=*params) {
1500 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1501 return 1;
1502 }
1503 closebrace=strchr(params+1,'>');
1504 if(!closebrace) {
1505 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1506 return 1;
1507 }
1508
1509 /* Sanity check for buffer overruns */
1510 if((closebrace-params)>127) {
1511 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1512 return 1;
1513 }
1514
1515 /* Copy the new name */
1516 strncpy(buf,params+1,closebrace-params-1);
1517 buf[closebrace-params-1]='\0';
1518
1519 /* Let's check it for weird characters */
1520 for(counter=0;counter<strlen(buf);counter++) {
1521 if(isalnum(buf[counter])) continue;
1522 if(' '==buf[counter]) continue;
1523 if('\''==buf[counter]) continue;
1524 if('+'==buf[counter]) continue;
1525 if('_'==buf[counter]) continue;
1526 if('-'==buf[counter]) continue;
1527
1528 /* If we come here, then the name contains an invalid character...
1529 tell the player & exit */
1530 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1531 return 1;
1532 }
1533
1534 } else {
1535 /* If param contains something, then syntax error... */
1536 if(strlen(params)) {
1537 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1538 return 1;
1539 }
1540 /* New name is empty */
1541 buf[0]='\0';
1542 }
1543 } else {
1544 /* Last case: params==NULL */
1545 item=find_marked_object(op);
1546 if(!item) {
1547 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1548 return 1;
1549 }
1550 buf[0]='\0';
1551 }
1552
1553 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1554 new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1555 return 1;
1556 }
1557
1558 /* Coming here, everything is fine... */
1559 if(!strlen(buf)) {
1560 /* Clear custom name */
1561 if(item->custom_name) {
1562 item->custom_name = 0;
1563
1564 new_draw_info_format(NDI_UNIQUE, 0, op,"You stop calling your %s with weird names.",query_base_name(item,item->nrof>1?1:0));
1565 esrv_update_item(UPD_NAME,op,item);
1566 } else {
1567 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1568 }
1569 } else {
1570 /* Set custom name */
1571 item->custom_name = buf;
1572
1573 new_draw_info_format(NDI_UNIQUE, 0, op,"Your %s will now be called %s.",query_base_name(item,item->nrof>1?1:0),buf);
1574 esrv_update_item(UPD_NAME,op,item);
1575 }
1576
1577 return 1;
1578 }